Wizards of the Coast has posted the latest in their Planeshifts series, Amonkhet, giving details on using the Magic: the Gathering Plane as a setting for Dungeons and Dragons 5th Edition.
The Plane Shift articles are a companion to the gorgeous Art of Magic: the Gathering Series of hardcover books.
This article details new Cleric Domains, new backgrounds, new races, and even discusses options for having the group be Planeswalkers.
I love these articles and took my Friday group into Innistrad after finishing the Princes of Apocalypse campaign. They ended up condemning Sorin Markov, Nahiri, and Saint Cuthbert to the Demiplane of Dread and Desire -- Ravenloft, while defeating Emrakul.
You can download the PDF out here.
Wednesday, July 5, 2017
Monday, July 3, 2017
Heroes Wear Masks, Super Hero Gaming using D&D 5th Edition
I just discovered that Avalon Games has updated their Heroes Wear Masks (I have the Pathfinder version) to use the DnD 5th Edition rules.
Apparently, they have recently released the Core game and a Powers supplement (though the best deal is a Bundle of the two).
Stay tuned as intend to check it out and share my thoughts.
Apparently, they have recently released the Core game and a Powers supplement (though the best deal is a Bundle of the two).
Stay tuned as intend to check it out and share my thoughts.
Patreon: The Yellow Plague
I've just posted my very first Patron Only content. If you would like to check it out you can become a Patron here for $1 a month.
For those interested here is what it covers:
This is one of the storyline options I've worked up after running the Sunless Citadel and continuing to use the Oakhurs setting as the foundation of a sandbox for my Players.
There is a small conspiracy within Oakhurst. Ratmen, also known as Nezumi or Skäven, the Karnak family, and a changeling named Khym, who has assumed the identity of Dem "Corkie" Nackle, the gnome priestess of Pelor, all venerate the Great Horned One and have followed His commands to unleash a pestilence upon the village.
There is a small conspiracy within Oakhurst. Ratmen, also known as Nezumi or Skäven, the Karnak family, and a changeling named Khym, who has assumed the identity of Dem "Corkie" Nackle, the gnome priestess of Pelor, all venerate the Great Horned One and have followed His commands to unleash a pestilence upon the village.
Patreon: Something New
In the Monday DnD game that I'm running (though we are playing on Thursday now), I've been expanding the village of Oakhurst from Sunless Citadel (I love Tales of the Yawning Portal) to create a sandbox game.
I'm going to be sharing those adventure seeds that the group has been exposed to as exclusive content on my Patreon.
I've never done exclusive content, but I thought I would give it a try.
If you are interested you can join for as little as $1 a month.
I'm going to be sharing those adventure seeds that the group has been exposed to as exclusive content on my Patreon.
I've never done exclusive content, but I thought I would give it a try.

If you are interested you can join for as little as $1 a month.
Sunday, July 2, 2017
Review: Dresden Files Accelerated
While I had been aware of FATE because of Evil Hat's Spirit of the Century, their publication of the Dresden Files RPG is what hooked my interest in their company. Sadly, I find FATE (Core) far too complex for what, to me, is supposed to be a rules-lite game. Thankfully, the Hats made a version of FATE (Accelerated Edition) more to my liking and decided to create Dresden Files Accelerated for those in the same boat.
I'm reviewing the PDF version which clocks in at 256 pages and it's art, layout, and funny bits are as well done as their previous 3 efforts. Evil Hat knows how to make an appealing visual product and this project is no different.
The book is up to date through Jim Butcher's Skin Game and is chock full of spoilers if you have not read the novels or are behind.
For those unaware, Harry Dresden is a Wizard in Chicago's phone book, wizard who finds trouble at least as well as trouble finds him. He often works with the police, though in fairness the police are often working against him to. He faces spirits, fae, vampire, werewolves, and all kinds of things are not supposed to exist and his life is about as easy or as pleasant as any other gumshoe from your favorite down-on-his-luck detective yarn.
Fate Accelerated is a stripped down version of FATE Core that reduces the Skill Pyramid down to 6 Approaches (Flair, Focus, Force, Guile, Haste, Intellect), fewer Aspects, and fewer Stunts.
Most of the book explains, fairly in-depth, the world that Harry inhabits (which is usually trying to kill him, though often because of a choice he made) and the rules by which it operates.
A major component to Dresden Files Accelerated are Mantles, which are bundles of Stunts and Conditions (which determine how quickly you regain access to that Stunt after using them) and really help you quickly find your place in Dresden's world. They are things like Clued-In Mortal, Criminal, Magical Practitioner, Knight of the Cross, Werecreature, Summer Court Fae, or Red Court Vampire. They also provide optional Stunts that you may take that lowers your Refresh. The FATE system uses FATE points that allow you to get a bonus on a roll, tag an Aspect (to get a bigger bonus on a roll), change the scene of the game, or Compel someone to do something (or prevent the GM from compelling you to do something). Refresh is how many FATE points you regain after an appropriate amount of time.
The Stress Track (Mental and Physical Hit Points) is also treated differently, with your base Track each simply having a 1 in each box to represent 1 Stress and not requiring you to mark a particular box based on the amount of Stress. In traditional FATE, if I take 3 Stress and and I have 4 boxes, I would mark the 3rd box to the right. Under Dresden Files Accelerated, if I take 3 Stress and I have 4 boxes of Stress with a 1 in each, I can mark any 3 I want. It's a simple change that smoothes over a small learning curve. Each character also has an In Peril box which counts as 4 Stress and a Doomed box which counts as 6 Stress. Lastly, there are Indebted boxes to check, as well.
Pros If you love FATE or rules-lighter games. If you love the Dresden Files. If you want rules for Modern Fantasy that can be easily kit-bashed.
I'm reviewing the PDF version which clocks in at 256 pages and it's art, layout, and funny bits are as well done as their previous 3 efforts. Evil Hat knows how to make an appealing visual product and this project is no different.
The book is up to date through Jim Butcher's Skin Game and is chock full of spoilers if you have not read the novels or are behind.
For those unaware, Harry Dresden is a Wizard in Chicago's phone book, wizard who finds trouble at least as well as trouble finds him. He often works with the police, though in fairness the police are often working against him to. He faces spirits, fae, vampire, werewolves, and all kinds of things are not supposed to exist and his life is about as easy or as pleasant as any other gumshoe from your favorite down-on-his-luck detective yarn.
Fate Accelerated is a stripped down version of FATE Core that reduces the Skill Pyramid down to 6 Approaches (Flair, Focus, Force, Guile, Haste, Intellect), fewer Aspects, and fewer Stunts.
Most of the book explains, fairly in-depth, the world that Harry inhabits (which is usually trying to kill him, though often because of a choice he made) and the rules by which it operates.
A major component to Dresden Files Accelerated are Mantles, which are bundles of Stunts and Conditions (which determine how quickly you regain access to that Stunt after using them) and really help you quickly find your place in Dresden's world. They are things like Clued-In Mortal, Criminal, Magical Practitioner, Knight of the Cross, Werecreature, Summer Court Fae, or Red Court Vampire. They also provide optional Stunts that you may take that lowers your Refresh. The FATE system uses FATE points that allow you to get a bonus on a roll, tag an Aspect (to get a bigger bonus on a roll), change the scene of the game, or Compel someone to do something (or prevent the GM from compelling you to do something). Refresh is how many FATE points you regain after an appropriate amount of time.
The Stress Track (Mental and Physical Hit Points) is also treated differently, with your base Track each simply having a 1 in each box to represent 1 Stress and not requiring you to mark a particular box based on the amount of Stress. In traditional FATE, if I take 3 Stress and and I have 4 boxes, I would mark the 3rd box to the right. Under Dresden Files Accelerated, if I take 3 Stress and I have 4 boxes of Stress with a 1 in each, I can mark any 3 I want. It's a simple change that smoothes over a small learning curve. Each character also has an In Peril box which counts as 4 Stress and a Doomed box which counts as 6 Stress. Lastly, there are Indebted boxes to check, as well.
Pros If you love FATE or rules-lighter games. If you love the Dresden Files. If you want rules for Modern Fantasy that can be easily kit-bashed.
Cons It's not as rules-lite as it could be.
Saturday, July 1, 2017
D&D 5E: Cloud Strife's Buster Sword
BUSTER SWORD
Magic weapon (longsword), legendary (requires attunement)
• You gain a +4 on attack rolls and damage rolls with this longsword.
• Buster Sword deals 2d8 damage and has the Reach and Versatile (2d10) properites.
• You deal an additional 20 slashing damage on a hit. Once you use this ability, you cannot use it again until you finish a short or long rest.
• When taking the Attack action, you may make 8 attacks against a single target. Once you use this ability, you cannot use it again until you finish a long rest.
• You deal an additional 6d8 radiant damage on a hit. All allies within 30 feet gain a +4 to AC until the end of your next turn and gain 20 hit points. Once you use this ability, you cannot use it again until your finish a long rest.
• Buster Sword deals 2d8 damage and has the Reach and Versatile (2d10) properites.
• You deal an additional 20 slashing damage on a hit. Once you use this ability, you cannot use it again until you finish a short or long rest.
• When taking the Attack action, you may make 8 attacks against a single target. Once you use this ability, you cannot use it again until you finish a long rest.
• You deal an additional 6d8 radiant damage on a hit. All allies within 30 feet gain a +4 to AC until the end of your next turn and gain 20 hit points. Once you use this ability, you cannot use it again until your finish a long rest.
Friday, June 30, 2017
Sunless Citadel: The Great Horned One
Recently, our merry band of adventurers discovered the Prospector General Store, owned by the Karnak clan and learned that their basement held freshly dug tunnels and ratmen. After a pitched battle the group moved on from the place, but upon their return they found it boarded up. Having gained some official writ from the Mayor due to a job he'd given them, they decided to "investigate" (or break in, depends on your point of view). They found the symbol of the Great Horned One throughout the rooms above the store, as well as booby traps, more ratmen, a giant rat, a room that led to...somewhere else, and extensive tunnels leading deep underground.
They have been told that one of their number has been exposed to a dangerous disease, but opted not to trade the antidote for the ratman's escape. Now, they must figure out if their enemy was telling the truth and how deep they are willing to follow him...
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Tuesday Terrors: Xenomorph for Shadowdark
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